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...
14 changed files with 587 additions and 482 deletions
+2 -1
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@@ -44,7 +44,8 @@ dist
frontend/.env
frontend/.env.local
frontend/.env.*.local
frontend/.env.production
websockets/.env.production
# Misc frontend files that should be ignored
/frontend/public/hot
/frontend/public/storage
@@ -3,7 +3,7 @@ apiVersion: apps/v1
kind: Deployment
metadata:
name: mysql
namespace: dad-group-x
namespace: dad-group-46
spec:
selector:
matchLabels:
@@ -37,7 +37,7 @@ apiVersion: v1
kind: Service
metadata:
name: mysql
namespace: dad-group-x
namespace: dad-group-46
spec:
ports:
- port: 3306
+4 -4
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@@ -3,10 +3,10 @@ apiVersion: networking.k8s.io/v1
kind: Ingress
metadata:
name: app-ingress
namespace: dad-group-x
namespace: dad-group-46
spec:
rules:
- host: web-dad-group-x-172.22.21.253.sslip.io
- host: web-dad-group-46-172.22.21.253.sslip.io
http:
paths:
- path: /
@@ -16,7 +16,7 @@ spec:
name: vue-app
port:
number: 80
- host: api-dad-group-x-172.22.21.253.sslip.io
- host: api-dad-group-46-172.22.21.253.sslip.io
http:
paths:
- path: /
@@ -26,7 +26,7 @@ spec:
name: laravel-app
port:
number: 80
- host: ws-dad-group-x-172.22.21.253.sslip.io
- host: ws-dad-group-46-172.22.21.253.sslip.io
http:
paths:
- path: /
+3 -3
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@@ -3,7 +3,7 @@ apiVersion: apps/v1
kind: Deployment
metadata:
name: laravel-app
namespace: dad-group-x
namespace: dad-group-46
spec:
replicas: 1
selector:
@@ -17,7 +17,7 @@ spec:
priorityClassName: high-priority
containers:
- name: api
image: registry-172.22.21.115.sslip.io/dad-group-x/api:v1.0.0
image: registry-172.22.21.115.sslip.io/dad-group-46/api:v2.0.9
resources:
requests:
memory: "256Mi"
@@ -31,7 +31,7 @@ apiVersion: v1
kind: Service
metadata:
name: laravel-app
namespace: dad-group-x
namespace: dad-group-46
spec:
ports:
- port: 80
+3 -3
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@@ -3,7 +3,7 @@ apiVersion: apps/v1
kind: Deployment
metadata:
name: vue-app
namespace: dad-group-x
namespace: dad-group-46
spec:
replicas: 1
selector:
@@ -17,7 +17,7 @@ spec:
priorityClassName: low-priority
containers:
- name: web
image: registry-172.22.21.115.sslip.io/dad-group-46/web:v1.0.1
image: registry-172.22.21.115.sslip.io/dad-group-46/web:v2.0.9
resources:
requests:
memory: "64Mi"
@@ -31,7 +31,7 @@ apiVersion: v1
kind: Service
metadata:
name: vue-app
namespace: dad-group-x
namespace: dad-group-46
spec:
ports:
- port: 80
+3 -3
View File
@@ -3,7 +3,7 @@ apiVersion: apps/v1
kind: Deployment
metadata:
name: websocket-server
namespace: dad-group-x
namespace: dad-group-46
spec:
replicas: 1
selector:
@@ -17,7 +17,7 @@ spec:
priorityClassName: low-priority
containers:
- name: web
image: registry-172.22.21.115.sslip.io/dad-group-x/ws:v1.0.0
image: registry-172.22.21.115.sslip.io/dad-group-46/ws:v2.0.9
resources:
requests:
memory: "128Mi"
@@ -31,7 +31,7 @@ apiVersion: v1
kind: Service
metadata:
name: websocket-server
namespace: dad-group-x
namespace: dad-group-46
spec:
ports:
- port: 3000
-4
View File
@@ -1,15 +1,12 @@
import { createApp } from 'vue'
import { createPinia } from 'pinia'
import { io } from 'socket.io-client'
import App from './App.vue'
import router from './router'
const apiDomain = import.meta.env.VITE_API_DOMAIN
const wsConnection = import.meta.env.VITE_WS_CONNECTION
console.log('[main.js] api domain', apiDomain)
console.log('[main.js] ws connection', wsConnection)
const app = createApp(App)
@@ -20,4 +17,3 @@ app.use(createPinia())
app.use(router)
app.mount('#app')
+8 -6
View File
@@ -12,7 +12,7 @@ export const useSocketStore = defineStore('websocket', () => {
const lastError = ref(null)
const currentGameId = ref(null)
const WS_URL = 'http://localhost:3000'
const WS_URL = import.meta.env.VITE_WS_CONNECTION || 'ws://localhost:3000'
const connect = () => {
if (socket.value?.connected) return
@@ -27,13 +27,15 @@ export const useSocketStore = defineStore('websocket', () => {
auth: { token: `Bearer ${token}` },
reconnection: true,
reconnectionAttempts: 5,
reconnectionDelay: 1000
reconnectionDelay: 1000,
})
console.log('[WebSocket] Attempting to connect to', WS_URL)
socket.value.on('connect', () => {
if (currentGameId.value) {
console.log("Reconnected to socket. Rejoining game...");
socket.emit("join-game", { gameId: currentGameId.value });
console.log('Reconnected to socket. Rejoining game...')
socket.emit('join-game', { gameId: currentGameId.value })
}
connected.value = true
@@ -122,8 +124,8 @@ export const useSocketStore = defineStore('websocket', () => {
disconnect,
joinGame,
playCard,
surrender,
surrender,
onTrickEnd,
onGameOver
onGameOver,
}
})
+2 -2
View File
@@ -1,6 +1,6 @@
GROUP := "dad-group-x"
VERSION := "1.0.0"
GROUP := "dad-group-46"
VERSION := "2.0.9"
kubectl-pods:
-2
View File
@@ -1,2 +0,0 @@
PORT=
API_URL=
+102 -66
View File
@@ -1,13 +1,13 @@
import BiscaGame from "../classes/BiscaGame.js";
import axios from "axios";
const API_URL = "http://localhost:8000/api/v1";
const API_URL = process.env.API_URL || "http://localhost:8000/api/v1";
class BiscaMatch {
constructor(apiData, emitStateCallback, token, autoPlayCallback) {
this.id = apiData.id;
this.emitStateCallback = emitStateCallback;
this.autoPlayCallback = autoPlayCallback;
this.autoPlayCallback = autoPlayCallback;
this.token = token;
this.stake = apiData.stake;
this.type = apiData.type;
@@ -52,10 +52,10 @@ class BiscaMatch {
getAuthHeaders() {
return {
headers: {
Authorization: this.token,
"Content-Type": "application/json",
"Accept": "application/json"
headers: {
Authorization: this.token,
"Content-Type": "application/json",
Accept: "application/json",
},
};
}
@@ -72,8 +72,12 @@ class BiscaMatch {
status: "Playing",
began_at: new Date().toISOString(),
};
const res = await axios.post(`${API_URL}/games`, payload, this.getAuthHeaders());
const res = await axios.post(
`${API_URL}/games`,
payload,
this.getAuthHeaders()
);
const gameData = res.data.game || res.data.data || res.data;
newGameDbId = gameData.id;
@@ -86,17 +90,19 @@ class BiscaMatch {
{ id: this.player1Id, name: p1Name },
{ id: this.player2Id, name: p2Name },
newGameDbId,
(result) => { this.handleGameEnd(result); }
(result) => {
this.handleGameEnd(result);
}
);
this.currentGame.init();
this.currentGame.startTurnTimer((uid, cid) => {
if (this.autoPlayCallback) this.autoPlayCallback(uid, cid);
if (this.autoPlayCallback) this.autoPlayCallback(uid, cid);
});
if (this.emitStateCallback) {
this.emitStateCallback("match:new-round-start", null);
this.emitStateCallback("match:new-round-start", null);
}
} catch (e) {
console.error(`❌ Start Game Error: ${e.message}`);
@@ -104,82 +110,104 @@ class BiscaMatch {
}
async abortCurrentGame(loserId) {
if (this.currentGame && this.currentGame.dbId) {
console.log(`[Match ${this.id}] Aborting Game #${this.currentGame.dbId}`);
try {
const winnerId = loserId == this.player1Id ? this.player2Id : this.player1Id;
const payload = {
status: "Ended",
winner_user_id: winnerId,
loser_user_id: loserId,
is_draw: false,
ended_at: new Date().toISOString(),
};
await axios.put(`${API_URL}/games/${this.currentGame.dbId}`, payload, this.getAuthHeaders());
} catch(e) { console.error("Error aborting game:", e.message); }
if (this.currentGame && this.currentGame.dbId) {
console.log(`[Match ${this.id}] Aborting Game #${this.currentGame.dbId}`);
try {
const winnerId =
loserId == this.player1Id ? this.player2Id : this.player1Id;
const payload = {
status: "Ended",
winner_user_id: winnerId,
loser_user_id: loserId,
is_draw: false,
ended_at: new Date().toISOString(),
};
await axios.put(
`${API_URL}/games/${this.currentGame.dbId}`,
payload,
this.getAuthHeaders()
);
} catch (e) {
console.error("Error aborting game:", e.message);
}
}
}
async handleGameEnd(result) {
console.log(`[Match ${this.id}] Round ended. Winner: ${result.winnerId}`);
if (this.points[result.player1_id] !== undefined) this.points[result.player1_id] += result.player1_points;
if (this.points[result.player2_id] !== undefined) this.points[result.player2_id] += result.player2_points;
if (this.points[result.player1_id] !== undefined)
this.points[result.player1_id] += result.player1_points;
if (this.points[result.player2_id] !== undefined)
this.points[result.player2_id] += result.player2_points;
if (this.currentGame && this.currentGame.dbId) {
try {
const payload = {
status: "Ended",
winner_user_id: result.winnerId,
loser_user_id: result.loserId,
is_draw: result.isDraw,
player1_points: result.player1_points,
player2_points: result.player2_points,
ended_at: new Date().toISOString(),
};
await axios.put(`${API_URL}/games/${this.currentGame.dbId}`, payload, this.getAuthHeaders());
} catch (e) { console.error("DB Game Update Error:", e.message); }
try {
const payload = {
status: "Ended",
winner_user_id: result.winnerId,
loser_user_id: result.loserId,
is_draw: result.isDraw,
player1_points: result.player1_points,
player2_points: result.player2_points,
ended_at: new Date().toISOString(),
};
await axios.put(
`${API_URL}/games/${this.currentGame.dbId}`,
payload,
this.getAuthHeaders()
);
} catch (e) {
console.error("DB Game Update Error:", e.message);
}
}
let marksToAdd = 0;
let roundWinnerId = result.winnerId;
if (roundWinnerId) {
const winningScore = roundWinnerId == result.player1_id ? result.player1_points : result.player2_points;
const winningScore =
roundWinnerId == result.player1_id
? result.player1_points
: result.player2_points;
if (winningScore === 120) marksToAdd = 4;
else if (winningScore > 90) marksToAdd = 2;
else if (winningScore >= 60) marksToAdd = 1;
if (this.marks[roundWinnerId] !== undefined) this.marks[roundWinnerId] += marksToAdd;
if (this.marks[roundWinnerId] !== undefined)
this.marks[roundWinnerId] += marksToAdd;
}
if (this.emitStateCallback) {
this.emitStateCallback("match:round-ended", {
winnerId: roundWinnerId,
marksAdded: marksToAdd,
p1Points: result.player1_points,
p2Points: result.player2_points,
p1Marks: this.marks[this.player1Id],
p2Marks: this.marks[this.player2Id],
reason: result.reason || 'points'
});
this.emitStateCallback("match:round-ended", {
winnerId: roundWinnerId,
marksAdded: marksToAdd,
p1Points: result.player1_points,
p2Points: result.player2_points,
p1Marks: this.marks[this.player1Id],
p2Marks: this.marks[this.player2Id],
reason: result.reason || "points",
});
}
if (this.marks[this.player1Id] >= 4 || this.marks[this.player2Id] >= 4) {
await this.finishMatch();
if (this.emitStateCallback) this.emitStateCallback("match:ended-signal", null);
if (this.emitStateCallback)
this.emitStateCallback("match:ended-signal", null);
} else {
setTimeout(() => {
this.startNewGame();
this.startNewGame();
}, 1000);
}
}
async finishMatch() {
this.status = "Ended";
const winnerId = this.marks[this.player1Id] >= 4 ? this.player1Id : this.player2Id;
const loserId = winnerId == this.player1Id ? this.player2Id : this.player1Id;
const winnerId =
this.marks[this.player1Id] >= 4 ? this.player1Id : this.player2Id;
const loserId =
winnerId == this.player1Id ? this.player2Id : this.player1Id;
const payload = {
status: "Ended",
@@ -192,7 +220,11 @@ class BiscaMatch {
};
try {
await axios.put(`${API_URL}/matches/${this.id}`, payload, this.getAuthHeaders());
await axios.put(
`${API_URL}/matches/${this.id}`,
payload,
this.getAuthHeaders()
);
console.log(`[Match ${this.id}] Match Closed in DB.`);
} catch (e) {
console.error(`Match Close Error: ${e.message}`);
@@ -201,21 +233,25 @@ class BiscaMatch {
playCard(userId, cardId) {
if (!this.currentGame || this.status !== "Playing") return;
const result = this.currentGame.playCard(userId, cardId);
if (result && (result.action === 'next_turn' || result.action === 'trick_resolved')) {
this.currentGame.startTurnTimer((uid, cid) => {
if (this.autoPlayCallback) this.autoPlayCallback(uid, cid);
});
if (
result &&
(result.action === "next_turn" || result.action === "trick_resolved")
) {
this.currentGame.startTurnTimer((uid, cid) => {
if (this.autoPlayCallback) this.autoPlayCallback(uid, cid);
});
}
return result;
}
getGameState(userId) {
if (!this.currentGame) return null;
if (this.currentGame.players[userId]) return this.currentGame.getStateForPlayer(userId);
if (this.currentGame.players[userId])
return this.currentGame.getStateForPlayer(userId);
return null;
}
@@ -226,7 +262,7 @@ class BiscaMatch {
marks: this.marks,
points: this.points,
player1: this.player1,
player2: this.player2
player2: this.player2,
};
}
}
+174 -149
View File
@@ -2,69 +2,80 @@ import axios from "axios";
import { getGame, createGame } from "../state/game.js";
import { getUser } from "../state/connection.js";
const API_URL = "http://localhost:8000/api/v1";
const API_URL = process.env.API_URL || "http://localhost:8000/api/v1";
const getStrength = (rank) => {
const strengthMap = { 1: 10, 7: 9, 13: 8, 11: 7, 12: 6, 6: 5, 5: 4, 4: 3, 3: 2, 2: 1 };
return strengthMap[rank] || 0;
const strengthMap = {
1: 10,
7: 9,
13: 8,
11: 7,
12: 6,
6: 5,
5: 4,
4: 3,
3: 2,
2: 1,
};
return strengthMap[rank] || 0;
};
const drawCard = (game, playerId) => {
const player = game.players[playerId];
if (!player) return;
const player = game.players[playerId];
if (!player) return;
if (game.deck && game.deck.length > 0) {
const card = game.deck.pop();
player.hand.push(card);
} else if (game.trumpCard) {
player.hand.push(game.trumpCard);
game.trumpCard = null;
}
if (game.deck && game.deck.length > 0) {
const card = game.deck.pop();
player.hand.push(card);
} else if (game.trumpCard) {
player.hand.push(game.trumpCard);
game.trumpCard = null;
}
};
const sanitizeState = (state, game) => {
if (!state) return null;
const p1 = game.player1 || state.player1 || {};
const p2 = game.player2 || state.player2 || {};
if (!state) return null;
const p1 = game.player1 || state.player1 || {};
const p2 = game.player2 || state.player2 || {};
return {
id: state.id,
status: state.status || game.status,
player1: { id: p1.id, name: p1.name },
player2: { id: p2.id, name: p2.name },
players: state.players,
hand: state.hand,
points: state.points,
opponent: {
id: state.opponent?.id,
name: state.opponent?.name,
points: state.opponent?.points,
cardCount: state.opponent?.cardCount
},
table: state.table,
trumpCard: state.trumpCard,
deckCount: game.deck ? game.deck.length : (state.deckCount || 0),
currentTurn: state.currentTurn,
turnStartedAt: state.turnStartedAt
};
return {
id: state.id,
status: state.status || game.status,
player1: { id: p1.id, name: p1.name },
player2: { id: p2.id, name: p2.name },
players: state.players,
hand: state.hand,
points: state.points,
opponent: {
id: state.opponent?.id,
name: state.opponent?.name,
points: state.opponent?.points,
cardCount: state.opponent?.cardCount,
},
table: state.table,
trumpCard: state.trumpCard,
deckCount: game.deck ? game.deck.length : state.deckCount || 0,
currentTurn: state.currentTurn,
turnStartedAt: state.turnStartedAt,
};
};
const broadcastState = (io, gameId, game) => {
const roomName = `game_${gameId}`;
const socketsInRoom = io.sockets.adapter.rooms.get(roomName);
if (socketsInRoom) {
for (const socketId of socketsInRoom) {
const s = io.sockets.sockets.get(socketId);
const u = getUser(socketId);
if (u && game.players[u.id]) {
const rawState = game.getStateForPlayer(u.id);
const cleanState = sanitizeState(rawState, game);
s.emit("game-state", cleanState);
}
const roomName = `game_${gameId}`;
const socketsInRoom = io.sockets.adapter.rooms.get(roomName);
if (socketsInRoom) {
for (const socketId of socketsInRoom) {
const s = io.sockets.sockets.get(socketId);
const u = getUser(socketId);
if (u && game.players[u.id]) {
const rawState = game.getStateForPlayer(u.id);
const cleanState = sanitizeState(rawState, game);
s.emit("game-state", cleanState);
}
}
}
}
};
async function saveGameResult(gameId, result, token) {
try {
@@ -79,8 +90,11 @@ async function saveGameResult(gameId, result, token) {
payload.winner_user_id = result.winnerId;
payload.loser_user_id = result.loserId;
}
const authHeader = token.startsWith("Bearer ") ? token : `Bearer ${token}`;
await axios.put(`${API_URL}/games/${gameId}`, payload, {
headers: { Authorization: token },
headers: { Authorization: authHeader },
});
} catch (error) {
console.error(`[DB Error] Game ${gameId}:`, error.message);
@@ -88,53 +102,55 @@ async function saveGameResult(gameId, result, token) {
}
const performGameEnd = (io, game, gameId, winnerId, loserId, reason) => {
const result = {
action: "game_ended",
winnerId: parseInt(winnerId),
loserId: parseInt(loserId),
totalTime: game.startTime ? Math.floor((Date.now() - game.startTime) / 1000) : 0,
isDraw: false,
player1_points: game.players[Object.keys(game.players)[0]]?.points || 0,
player2_points: game.players[Object.keys(game.players)[1]]?.points || 0,
reason: reason
};
const result = {
action: "game_ended",
winnerId: parseInt(winnerId),
loserId: parseInt(loserId),
totalTime: game.startTime
? Math.floor((Date.now() - game.startTime) / 1000)
: 0,
isDraw: false,
player1_points: game.players[Object.keys(game.players)[0]]?.points || 0,
player2_points: game.players[Object.keys(game.players)[1]]?.points || 0,
reason: reason,
};
game.status = "ended";
if (game.timer) clearInterval(game.timer);
game.status = "ended";
if (game.timer) clearInterval(game.timer);
io.to(`game_${gameId}`).emit("game-over", {
winnerId: result.winnerId,
isDraw: result.isDraw,
p1Points: result.player1_points,
p2Points: result.player2_points,
message: reason === "surrender" ? "Opponent Surrendered!" : "Game Over"
});
io.to(`game_${gameId}`).emit("game-over", {
winnerId: result.winnerId,
isDraw: result.isDraw,
p1Points: result.player1_points,
p2Points: result.player2_points,
message: reason === "surrender" ? "Opponent Surrendered!" : "Game Over",
});
const anyId = Object.keys(game.players)[0];
const token = game.players[anyId]?.token;
if (token) saveGameResult(gameId, result, token);
}
const anyId = Object.keys(game.players)[0];
const token = game.players[anyId]?.token;
if (token) saveGameResult(gameId, result, token);
};
const handleTimeout = (io, gameId, userId) => {
const game = getGame(gameId);
if (!game || game.status === 'ended') return;
if (!game || game.status === "ended") return;
console.log(`[Timeout] User ${userId} auto-playing lowest card.`);
const player = game.players[userId];
if (!player || !player.hand || player.hand.length === 0) return;
const trumpSuit = game.trumpCard?.suit || '';
const trumpSuit = game.trumpCard?.suit || "";
const sortedHand = [...player.hand].sort((a, b) => {
const strengthA = getStrength(a.rank) + (a.suit === trumpSuit ? 100 : 0);
const strengthB = getStrength(b.rank) + (b.suit === trumpSuit ? 100 : 0);
return strengthA - strengthB;
const strengthA = getStrength(a.rank) + (a.suit === trumpSuit ? 100 : 0);
const strengthB = getStrength(b.rank) + (b.suit === trumpSuit ? 100 : 0);
return strengthA - strengthB;
});
const cardToPlay = sortedHand[0];
if (cardToPlay) {
handleGameMove(io, gameId, userId, cardToPlay.id);
handleGameMove(io, gameId, userId, cardToPlay.id);
}
};
@@ -144,30 +160,33 @@ const handleGameMove = (io, gameId, userId, cardId) => {
const result = game.playCard(userId, cardId);
const roomName = `game_${gameId}`;
broadcastState(io, gameId, game);
if (result.action === "trick_resolved") {
io.to(roomName).emit("trick-end", result.trickResult);
setTimeout(() => {
if (game.status !== "ended") {
const canDraw = (game.deck && game.deck.length > 0) || game.trumpCard !== null;
if (game.status !== "ended") {
const canDraw =
(game.deck && game.deck.length > 0) || game.trumpCard !== null;
if (canDraw) {
const winnerId = result.trickResult.winnerId;
const loserId = Object.keys(game.players).find(id => String(id) !== String(winnerId));
if (canDraw) {
const winnerId = result.trickResult.winnerId;
const loserId = Object.keys(game.players).find(
(id) => String(id) !== String(winnerId)
);
if (winnerId) drawCard(game, winnerId);
if (loserId) drawCard(game, loserId);
}
broadcastState(io, gameId, game);
if (winnerId) drawCard(game, winnerId);
if (loserId) drawCard(game, loserId);
}
}, 1500);
broadcastState(io, gameId, game);
}
}, 1500);
}
if (result.action === "game_ended") {
performGameEnd(io, game, gameId, result.winnerId, result.loserId, "points");
performGameEnd(io, game, gameId, result.winnerId, result.loserId, "points");
}
if (result.action === "next_turn" || result.action === "trick_resolved") {
@@ -189,72 +208,76 @@ export default (io, socket) => {
let gameData = null;
try {
const token = socket.handshake.auth.token;
const response = await axios.get(`${API_URL}/games/${gameId}`, {
headers: { Authorization: token },
});
gameData = response.data.data || response.data;
} catch (e) { console.error("DB Sync Failed"); }
const token = socket.handshake.auth.token;
const response = await axios.get(`${API_URL}/games/${gameId}`, {
headers: { Authorization: token },
});
gameData = response.data.data || response.data;
} catch (e) {
console.error("DB Sync Failed");
}
if (!game && gameData) {
const p1Name = gameData.player1?.nickname || "Player 1";
const p2Name = gameData.player2?.nickname || "Player 2";
const type = gameData.type == "9" ? 9 : 3;
game = createGame(
gameId,
type,
{ id: gameData.player1_user_id, name: p1Name },
{ id: gameData.player2_user_id, name: p2Name }
);
game.status = gameData.status === 'Playing' ? 'playing' : 'pending';
const p1Name = gameData.player1?.nickname || "Player 1";
const p2Name = gameData.player2?.nickname || "Player 2";
const type = gameData.type == "9" ? 9 : 3;
game = createGame(
gameId,
type,
{ id: gameData.player1_user_id, name: p1Name },
{ id: gameData.player2_user_id, name: p2Name }
);
game.status = gameData.status === "Playing" ? "playing" : "pending";
}
if (!game) {
socket.emit("error", { message: "Game not found." });
return;
socket.emit("error", { message: "Game not found." });
return;
}
const myId = user.id;
const ghostKey = Object.keys(game.players).find(key => key == 1);
const ghostKey = Object.keys(game.players).find((key) => key == 1);
const amIDbPlayer2 = gameData && gameData.player2_user_id == myId;
if (!game.players[myId] && (ghostKey || amIDbPlayer2)) {
let ghostHand = [];
let ghostPoints = 0;
let ghostTricks = 0;
if (ghostKey && game.players[ghostKey]) {
ghostHand = game.players[ghostKey].hand || [];
ghostPoints = game.players[ghostKey].points || 0;
ghostTricks = game.players[ghostKey].tricks || 0;
delete game.players[ghostKey];
}
let ghostHand = [];
let ghostPoints = 0;
let ghostTricks = 0;
if (ghostKey && game.players[ghostKey]) {
ghostHand = game.players[ghostKey].hand || [];
ghostPoints = game.players[ghostKey].points || 0;
ghostTricks = game.players[ghostKey].tricks || 0;
delete game.players[ghostKey];
}
game.players[myId] = {
id: myId,
name: user.nickname,
hand: ghostHand,
points: ghostPoints,
tricks: ghostTricks,
token: socket.handshake.auth.token,
};
game.player2 = { id: myId, name: user.nickname };
game.status = 'playing';
if(!game.timer) {
game.startTurnTimer((timeoutUserId) => handleTimeout(io, gameId, timeoutUserId));
}
game.players[myId] = {
id: myId,
name: user.nickname,
hand: ghostHand,
points: ghostPoints,
tricks: ghostTricks,
token: socket.handshake.auth.token,
};
game.player2 = { id: myId, name: user.nickname };
game.status = "playing";
if (!game.timer) {
game.startTurnTimer((timeoutUserId) =>
handleTimeout(io, gameId, timeoutUserId)
);
}
}
socket.join(`game_${gameId}`);
socket.activeGameId = gameId;
if (game.players[myId]) {
game.players[myId].token = socket.handshake.auth.token;
const rawState = game.getStateForPlayer(myId);
const cleanState = sanitizeState(rawState, game);
socket.emit("game-state", cleanState);
broadcastState(io, gameId, game);
game.players[myId].token = socket.handshake.auth.token;
const rawState = game.getStateForPlayer(myId);
const cleanState = sanitizeState(rawState, game);
socket.emit("game-state", cleanState);
broadcastState(io, gameId, game);
}
});
@@ -264,14 +287,16 @@ export default (io, socket) => {
});
socket.on("surrender", ({ gameId }) => {
const user = getUser(socket.id);
const game = getGame(gameId);
if (!game || !user || !game.players[user.id]) return;
const user = getUser(socket.id);
const game = getGame(gameId);
console.log(`[Game] User ${user.nickname} surrendered.`);
const winnerId = Object.keys(game.players).find(id => String(id) !== String(user.id));
performGameEnd(io, game, gameId, winnerId, user.id, "surrender");
if (!game || !user || !game.players[user.id]) return;
console.log(`[Game] User ${user.nickname} surrendered.`);
const winnerId = Object.keys(game.players).find(
(id) => String(id) !== String(user.id)
);
performGameEnd(io, game, gameId, winnerId, user.id, "surrender");
});
};
+151 -137
View File
@@ -2,153 +2,167 @@ import { getMatch, addMatch } from "../state/match.js";
import BiscaMatch from "../classes/BiscaMatch.js";
import axios from "axios";
const API_URL = "http://localhost:8000/api/v1";
const API_URL = process.env.API_URL || "http://localhost:8000/api/v1";
export default (io, socket) => {
const broadcastMatchUpdate = (matchId, match) => {
const roomName = `match_${matchId}`;
const room = io.sockets.adapter.rooms.get(roomName);
if (room) {
for (const socketId of room) {
const clientSocket = io.sockets.sockets.get(socketId);
if (!clientSocket || !clientSocket.user) continue;
const userId = clientSocket.user.id;
const publicState = match.getPublicState();
const gameState = match.getGameState(userId);
clientSocket.emit("match:update", { ...publicState, game: gameState });
}
}
};
const createMatchEmitter = (matchId) => (eventName, payload) => {
const match = getMatch(matchId);
if (!match) return;
if (eventName === 'match:new-round-start' || eventName === 'match:ended-signal') {
broadcastMatchUpdate(matchId, match);
} else if (eventName === 'match:round-ended') {
io.to(`match_${matchId}`).emit('match:round-ended', payload);
} else {
io.to(`match_${matchId}`).emit(eventName, payload);
}
};
const handleAutoPlay = (matchId) => (userId, cardId) => {
const match = getMatch(matchId);
if (!match || match.status !== "Playing") return;
console.log(`[Match ${matchId}] Auto-playing for User ${userId}`);
const result = match.playCard(userId, cardId);
if (result && result.action === "trick_resolved") {
io.to(`match_${matchId}`).emit("game:trick-end", result.trickResult);
setTimeout(() => { broadcastMatchUpdate(matchId, match); }, 1500);
} else {
broadcastMatchUpdate(matchId, match);
}
};
socket.on("match:enter", async (data) => {
const { matchId } = data;
if (!socket.user || !socket.user.id) return socket.emit("error", { message: "Auth failed" });
const userId = socket.user.id;
socket.activeMatchId = matchId;
const room = `match_${matchId}`;
let match = getMatch(matchId);
if (!match) {
try {
const res = await axios.get(`${API_URL}/matches/${matchId}`, {
headers: { Authorization: socket.token || socket.handshake.auth.token },
});
const matchData = res.data.data || res.data;
match = new BiscaMatch(
matchData,
createMatchEmitter(matchId),
socket.token,
handleAutoPlay(matchId)
);
addMatch(match);
} catch (e) {
return socket.emit("error", "Match not found");
}
}
match.emitStateCallback = createMatchEmitter(matchId);
if (userId !== match.player1Id && match.player2Id === 1) await match.joinPlayer(userId, socket.user);
socket.join(room);
const broadcastMatchUpdate = (matchId, match) => {
const roomName = `match_${matchId}`;
const room = io.sockets.adapter.rooms.get(roomName);
if (room) {
for (const socketId of room) {
const clientSocket = io.sockets.sockets.get(socketId);
if (!clientSocket || !clientSocket.user) continue;
const userId = clientSocket.user.id;
const publicState = match.getPublicState();
const gameState = match.getGameState(userId);
socket.emit("match:update", { ...publicState, game: gameState });
if (match.status === 'Playing') broadcastMatchUpdate(matchId, match);
});
clientSocket.emit("match:update", { ...publicState, game: gameState });
}
}
};
socket.on("game:play-card", (data) => {
const { matchId, cardId } = data;
const match = getMatch(matchId);
if (!match || match.status !== "Playing") return;
const result = match.playCard(socket.user.id, cardId);
if (result && result.error) return socket.emit("error", { message: result.error });
if (result && result.action === "trick_resolved") {
io.to(`match_${matchId}`).emit("game:trick-end", result.trickResult);
setTimeout(() => { broadcastMatchUpdate(matchId, match); }, 1500);
} else {
broadcastMatchUpdate(matchId, match);
}
});
const createMatchEmitter = (matchId) => (eventName, payload) => {
const match = getMatch(matchId);
if (!match) return;
socket.on("game:surrender", async ({ matchId }) => {
const match = getMatch(matchId);
if(!match || match.status !== "Playing") return;
const userId = socket.user.id;
console.log(`[Match ${matchId}] User ${userId} surrendered ROUND.`);
const opponentId = match.player1Id == userId ? match.player2Id : match.player1Id;
const result = {
winnerId: opponentId,
loserId: userId,
isDraw: false,
player1_id: match.player1Id,
player2_id: match.player2Id,
player1_points: match.player1Id == opponentId ? 91 : 0,
player2_points: match.player2Id == opponentId ? 91 : 0,
reason: 'surrender'
};
await match.handleGameEnd(result);
});
if (
eventName === "match:new-round-start" ||
eventName === "match:ended-signal"
) {
broadcastMatchUpdate(matchId, match);
} else if (eventName === "match:round-ended") {
io.to(`match_${matchId}`).emit("match:round-ended", payload);
} else {
io.to(`match_${matchId}`).emit(eventName, payload);
}
};
socket.on("match:surrender", async ({ matchId }) => {
const match = getMatch(matchId);
if(!match || match.status !== "Playing") return;
const userId = socket.user.id;
await match.abortCurrentGame(userId);
const handleAutoPlay = (matchId) => (userId, cardId) => {
const match = getMatch(matchId);
if (!match || match.status !== "Playing") return;
console.log(`[Match ${matchId}] User ${userId} surrendered MATCH.`);
const opponentId = match.player1Id == userId ? match.player2Id : match.player1Id;
match.marks[opponentId] = 4;
await match.finishMatch();
console.log(`[Match ${matchId}] Auto-playing for User ${userId}`);
const result = match.playCard(userId, cardId);
if (result && result.action === "trick_resolved") {
io.to(`match_${matchId}`).emit("game:trick-end", result.trickResult);
setTimeout(() => {
broadcastMatchUpdate(matchId, match);
});
}, 1500);
} else {
broadcastMatchUpdate(matchId, match);
}
};
socket.on("disconnect", async () => {
if (socket.activeMatchId) {
const match = getMatch(socket.activeMatchId);
if (match && match.status === 'Playing') {
const userId = socket.user?.id;
if (userId === match.player1Id || userId === match.player2Id) {
console.log(`[Match ${match.id}] Player ${userId} disconnected.`);
await match.abortCurrentGame(userId);
socket.on("match:enter", async (data) => {
const { matchId } = data;
if (!socket.user || !socket.user.id)
return socket.emit("error", { message: "Auth failed" });
const userId = socket.user.id;
socket.activeMatchId = matchId;
const opponentId = match.player1Id == userId ? match.player2Id : match.player1Id;
match.marks[opponentId] = 4;
await match.finishMatch();
broadcastMatchUpdate(match.id, match);
}
}
const room = `match_${matchId}`;
let match = getMatch(matchId);
if (!match) {
try {
const res = await axios.get(`${API_URL}/matches/${matchId}`, {
headers: {
Authorization: socket.token || socket.handshake.auth.token,
},
});
const matchData = res.data.data || res.data;
match = new BiscaMatch(
matchData,
createMatchEmitter(matchId),
socket.token,
handleAutoPlay(matchId)
);
addMatch(match);
} catch (e) {
return socket.emit("error", "Match not found");
}
}
match.emitStateCallback = createMatchEmitter(matchId);
if (userId !== match.player1Id && match.player2Id === 1)
await match.joinPlayer(userId, socket.user);
socket.join(room);
const publicState = match.getPublicState();
const gameState = match.getGameState(userId);
socket.emit("match:update", { ...publicState, game: gameState });
if (match.status === "Playing") broadcastMatchUpdate(matchId, match);
});
socket.on("game:play-card", (data) => {
const { matchId, cardId } = data;
const match = getMatch(matchId);
if (!match || match.status !== "Playing") return;
const result = match.playCard(socket.user.id, cardId);
if (result && result.error)
return socket.emit("error", { message: result.error });
if (result && result.action === "trick_resolved") {
io.to(`match_${matchId}`).emit("game:trick-end", result.trickResult);
setTimeout(() => {
broadcastMatchUpdate(matchId, match);
}, 1500);
} else {
broadcastMatchUpdate(matchId, match);
}
});
socket.on("game:surrender", async ({ matchId }) => {
const match = getMatch(matchId);
if (!match || match.status !== "Playing") return;
const userId = socket.user.id;
console.log(`[Match ${matchId}] User ${userId} surrendered ROUND.`);
const opponentId =
match.player1Id == userId ? match.player2Id : match.player1Id;
const result = {
winnerId: opponentId,
loserId: userId,
isDraw: false,
player1_id: match.player1Id,
player2_id: match.player2Id,
player1_points: match.player1Id == opponentId ? 91 : 0,
player2_points: match.player2Id == opponentId ? 91 : 0,
reason: "surrender",
};
await match.handleGameEnd(result);
});
socket.on("match:surrender", async ({ matchId }) => {
const match = getMatch(matchId);
if (!match || match.status !== "Playing") return;
const userId = socket.user.id;
await match.abortCurrentGame(userId);
console.log(`[Match ${matchId}] User ${userId} surrendered MATCH.`);
const opponentId =
match.player1Id == userId ? match.player2Id : match.player1Id;
match.marks[opponentId] = 4;
await match.finishMatch();
broadcastMatchUpdate(matchId, match);
});
socket.on("disconnect", async () => {
if (socket.activeMatchId) {
const match = getMatch(socket.activeMatchId);
if (match && match.status === "Playing") {
const userId = socket.user?.id;
if (userId === match.player1Id || userId === match.player2Id) {
console.log(`[Match ${match.id}] Player ${userId} disconnected.`);
await match.abortCurrentGame(userId);
const opponentId =
match.player1Id == userId ? match.player2Id : match.player1Id;
match.marks[opponentId] = 4;
await match.finishMatch();
broadcastMatchUpdate(match.id, match);
}
});
}
}
});
};
+133 -100
View File
@@ -6,10 +6,10 @@ import gameEvents from "./events/game.js";
import matchEvents from "./events/match.js";
export const server = {
io: null,
io: null,
};
const API_URL = "http://localhost:8000/api/v1";
const API_URL = process.env.API_URL || "http://localhost:8000/api/v1";
const disconnectTimers = new Map();
const RECONNECT_GRACE_PERIOD = 1 * 60 * 1000;
@@ -17,114 +17,147 @@ const RECONNECT_GRACE_PERIOD = 1 * 60 * 1000;
const userId = (socket) => socket.user && socket.user.id;
export const serverStart = (port) => {
server.io = new Server(port, {
cors: {
origin: "*",
server.io = new Server(port, {
cors: {
origin: "*",
},
});
console.log(`[WebSocket] API_URL is set to ${API_URL}`);
server.io.use(async (socket, next) => {
let token = socket.handshake.auth.token;
if (!token) {
return next(new Error("Authentication error: No token provided"));
}
if (!token.startsWith("Bearer ")) {
token = "Bearer " + token;
}
try {
const response = await axios.get(`${API_URL}/users/me`, {
headers: {
Authorization: token,
Accept: "application/json",
},
});
const user = response.data.data || response.data;
if (!user || !user.id) {
return next(new Error("Authentication error: User data not found"));
}
socket.user = user;
socket.token = token;
socket.handshake.auth.token = token;
if (disconnectTimers.has(user.id)) {
console.log(
`[Connection] User ${user.id} reconnected! Cancelling surrender timer.`
);
clearTimeout(disconnectTimers.get(user.id));
disconnectTimers.delete(user.id);
}
addUser(socket.id, user);
next();
} catch (error) {
if (error.response) {
console.error(
"❌ Erro Laravel:",
error.response.status,
error.response.data
);
} else {
console.error("❌ Erro Rede:", error.message);
}
next(new Error("Authentication error: Invalid token"));
}
});
server.io.on("connection", (socket) => {
gameEvents(server.io, socket);
matchEvents(server.io, socket);
handleConnectionEvents(server.io, socket);
socket.on("notify_disconnect", () => {
socket.isVoluntaryDisconnect = true;
});
server.io.use(async (socket, next) => {
let token = socket.handshake.auth.token;
socket.on("disconnect", () => {
// Remove from active socket list
removeUser(socket.id);
if (!token) {
return next(new Error("Authentication error: No token provided"));
}
if (socket.isVoluntaryDisconnect) {
console.log(
`[Disconnect] User ${userId} disconnected voluntarily. No surrender needed.`
);
return;
}
if (!token.startsWith("Bearer ")) {
token = "Bearer " + token;
}
if (userId) {
console.log(
`[Disconnect] User ${userId} disconnected. Waiting ${
RECONNECT_GRACE_PERIOD / 1000
}s...`
);
try {
const response = await axios.get(`${API_URL}/users/me`, {
headers: {
Authorization: token,
Accept: "application/json"
},
});
// -----------------------------------------------------------
// 2. START SURRENDER TIMER
// -----------------------------------------------------------
const timer = setTimeout(async () => {
console.log(
`[Timeout] User ${userId} did not return. Forcing surrender.`
);
const user = response.data.data || response.data;
// A. Find the Game ID this user is playing (You need a way to look this up)
// Ideally, your 'socket' object or a global map knows which gameID the user is in.
// For this example, let's assume you stored `socket.activeGameId` when they joined.
const gameId = socket.activeGameId;
if (!user || !user.id) {
return next(new Error("Authentication error: User data not found"));
if (gameId) {
try {
// B. Call Laravel API to resign on their behalf
// We use the token we saved during the handshake
await axios.post(
`${API_URL}/games/${gameId}/resign`,
{},
{
headers: {
Authorization: socket.handshake.auth.token,
Accept: "application/json",
},
}
);
// C. Notify the room (The API likely triggers a Pusher/Socket event,
// but we can also emit locally if needed)
server.io.to(gameId).emit("game_over", {
winner: "opponent",
reason: "disconnect",
});
console.log(
`[Timeout] Successfully resigned game ${gameId} for user ${userId}`
);
} catch (err) {
console.error(
`[Timeout] Failed to resign game for user ${userId}:`,
err.message
);
}
}
socket.user = user;
socket.token = token;
socket.handshake.auth.token = token;
disconnectTimers.delete(userId);
}, RECONNECT_GRACE_PERIOD);
if (disconnectTimers.has(user.id)) {
console.log(`[Connection] User ${user.id} reconnected! Cancelling surrender timer.`);
clearTimeout(disconnectTimers.get(user.id));
disconnectTimers.delete(user.id);
}
addUser(socket.id, user);
next();
} catch (error) {
if (error.response) {
console.error(
"❌ Erro Laravel:",
error.response.status,
error.response.data
);
} else {
console.error("❌ Erro Rede:", error.message);
}
next(new Error("Authentication error: Invalid token"));
}
});
server.io.on("connection", (socket) => {
gameEvents(server.io, socket);
matchEvents(server.io, socket);
handleConnectionEvents(server.io, socket);
socket.on("notify_disconnect", () => {
socket.isVoluntaryDisconnect = true;
});
socket.on("disconnect", () => {
removeUser(socket.id);
if (socket.isVoluntaryDisconnect) {
console.log(`[Disconnect] User ${userId} disconnected voluntarily. No surrender needed.`);
return;
}
if (userId) {
console.log(`[Disconnect] User ${userId} disconnected. Waiting ${RECONNECT_GRACE_PERIOD / 1000}s...`);
const timer = setTimeout(async () => {
console.log(`[Timeout] User ${userId} did not return. Forcing surrender.`);
const gameId = socket.activeGameId;
if (gameId) {
try {
await axios.post(`${API_URL}/games/${gameId}/resign`, {}, {
headers: {
Authorization: socket.handshake.auth.token,
Accept: "application/json"
}
});
server.io.to(gameId).emit("game_over", {
winner: "opponent",
reason: "disconnect"
});
console.log(`[Timeout] Successfully resigned game ${gameId} for user ${userId}`);
} catch (err) {
console.error(`[Timeout] Failed to resign game for user ${userId}:`, err.message);
}
}
disconnectTimers.delete(userId);
}, RECONNECT_GRACE_PERIOD);
disconnectTimers.set(userId, timer);
}
});
disconnectTimers.set(userId, timer);
}
});
});
};